RE: [Epic] Necronians in E40K
Treat the SCARAB as a HTH AT thingie.
> ----------
> From: Michael and Christina King[SMTP:kingcm_at_...]
> Sent: Monday, December 15, 1997 6:41 PM
> To: space-marine_at_...
> Subject: Re: [Epic] Necronians in E40K
>
> On Mon, 15 Dec 1997, Colen 'Not Colin' McAlister wrote:
> > Well, after a perusal of the Necron rules in White Dwarf, here's
> what I
> > came up with:
> >
> > Name Speed Range FP Assault Armour Special
> > Necron Warrior 10cm 15cm 2 4 6 Save
> > Scarab Thingy 15cm 15cm Disrupt 1 6 Save, Jump Packs
> >
> > What do people think? If it was up to me, I'd give the Necrons a
> 15cm
> > Disrupt as well. Using the PVCalc, both cost about 15.
>
> Well, the 40K Necron gun is basicly a bolter with a better save mod,
> give
> it 30 cm range and 1 FP.
>
> The Assault ability would be better compared to a Tactical Marine but
> the
> Necron has a lower I, debateable between an Assault or 2 or 3.
>
> Both the Necrons and Scarabs cause penalties if they are within 6
> inches,
> translated a disrupt at 10 cm for each would probably be closest.
>
> What about the Scarab ability to "latch on" and reduce the armor of a
> vehicle?? I don't recall hearing if the effect ws permenant or only
> until
> you dislodged the scarab or if you could dislodge the scarab. The only
> answer I can think of right now is a new special ability, Reduce Armor
> -
> armor of the target vehicle is reduced by one. If the Scarab moves
> into
> H2H then remove the stand a make a note that the armor of the target
> is
> reduced. There is probably a better solution but I can't seem to think
> of
> anything else right now...
>
>
>
> - Michael
> ------------------------------
> Michael and Christina King
> kingcm_at_...
> ------------------------------
>
>
Received on Tue Dec 16 1997 - 12:03:50 UTC
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